Episode 1: What Part Of The Gun Points Forward, Again?
Hoshino Yumemi
A Few Bulbs Short Of A Planetarium
"In ten years, nobody will remember the details of caliber, stance, or tactics. They will only remember who lived."
-Widely-quoted rules of gunfighting, Rule #7
-Widely-quoted rules of gunfighting, Rule #7
I'm not the best at tactics games.
I'm sure this comes out with my fizzling out of the Frozen Synapse LP, which was partly due to flagging hardware and mostly due to me trying to race Frozen Synapse 2 to release. There's a lot of stuff you haven't seen me do: I've embarrassed myself by trying to turtle with the very mobile French forces in various Wargames. I've made the endgame of Luminous Arc 2 ludicrously hard for myself because I tried playing it normally instead of using hilarious cheese the game practically fucking giftwraps for you (and with this new, powerful rig you may very well get to see that idiocy all over again). And, of course, there's the enfilade-defilade clusterfucks from the FS LP.
However, the flipside is that I find the fighting, the planning, and the execution incredibly fun, which is why I'm taking you all along with me for this next excursion.
As for a little metaplot? Well, considering my end goal for Frozen Synapse 1 was Yumemi shapeform fuckery to avert some nebulous Bad Thing™, let's walk down this same path. Let's say this Yumemi can shunt from world to world with the Retry counter. How'd it get put in Furi? Ah, yes…
What do I do with an eternity to do nothing but wait?
I train.
I wasn't good enough to be Tactics before, and that's not happening again. Not if I can help it.
First things first, though, I have to start from the beginning.
…really, I do have to start from the very beginning, in Single Mission mode. I level up by completing missions and the game lets me take campaigns from Level 6 onwards, so I have some hustling to do.
Kill houses are a very real component of training the kinds of SWAT forces that Doorkickers will have you controlling. Essentially indoor shooting ranges simulating close quarters combat and room-to-room fighting, they're designed to turn the extremely lethal, unpredictable environment for gunfighting that a simple living room can provide into a predictable combat zone that a trained operator can dominate. Concepts like the fatal funnel of breaching a door and slicing the pie when rounding corners originate here.
As you can see in the above picture, this one features five targets inside a small house made up of two hallways linking two rooms in a sort of winding path. Here, let me switch to the actual in-game map to show you the map better:
That's better.
Loading up my first tactical simulation, we can see more of how this game works. Coming from Frozen Synapse, I can say that it basically feels like a less aggressively front-loaded Frozen Synapse. Gone is the system of waypoints and telling your vatforms exactly what to do at the exact moment you want it to happen courtesy of a bigass dropdown menu, in are context-sensitive commands and some hard and fast rules. Here's the first ones to learn, I suppose:
- You can either play this game in real-time mode, or FS-style, as real time with pause. Everyone moves and stops simultaneously, with spacebar toggling starts and stops to the action.
- Left click to draw paths for your guys to follow. Normally they will face in the direction they're walking, seeing and engaging targets in their line of sight (the cone of color as opposed to all the black and blue), but if you want them to point in a different direction, you hold down right click and then drag in the direction you want them to look. In real time this will have them change their direction to look wherever the mouse is pointing, but you can also order strafing motions by holding down Ctrl and right click.
- Anywhere on the paths you draw, you can right click to lay down actions.
With that in mind, here's a simple entry plan. Jeff over here is going to head straight in, down the hall, and round the corner.
Covering him is…uhhh…this guy who clearly named himself before things kicked off. He will strafe as he hits the corner and round it with his weapon already trained into the room. This is a very rudimentary attempt at slicing the pie, a way to round corners with your gun trained so you're already pointing at any possible threats coming around the corner.
Without any more elaborate plans, nor any real reason to suddenly employ them for a freaking kill house, I hit Space and see what transpires.
As it turns out, the first of our five targets was right in the hallway. As soon as the two operators rounded the corner, they ran right into him, guns blazing, and he was cut down. Tango number two followed shortly thereafter, out in the open where the idea of slicing the pie actually really helped get the drop on him.
Also, it seems these are targets that shoot back, and three of them in the following area sounds like a recipe for trouble. It looks like I get to show off more commands really early.
Right-clicking on things brings up menus like these. For an operator, it brings up stuff they can do. From the left going clockwise, that's reloading, switching to a different weapon which these guys can't do since they don't have any other weapons, throwing flashbang grenades, using breaching charges which is impossible without any actual doors in this building, and the exciting "delete waypoint," which is something you can already do by right-clicking a waypoint anyway and hitting Delete Waypoint from there. Maybe it's to kill an entire path.
So, I tell my men to reload and then slowly move them up.
Mr. I Use My CS:GO Handle is to proceed down the hall and stack up right at the edge of the doorframe. Jeff is to stick around at the other side of the hall, since I'm either facing two on three or two on two odds, depending on if there's a tango in there, too.
Jeff has been getting pretty shot-up, getting an Injured status from tango number three, and this is the perfect time to flashbang the next room. Which I do, which I think prepares me for the next room, but, well…
See, I sweep in and as you can see in the next few screenshots, one guy still manages to get a bunch of hits in on me. Maybe I should've swept both guys in and concentrated fire?
Still though, I complete my business. The in-game clock says I took abnormally long because...I forgot to pause the game in the course of preparing my flashbang and only found out when I saw Jeff throw the stupid thing after I placed the marker down.
So, let's click on that progression bar, maybe that thing saying "Roster" and-
…oh, wait a freaking minute, I can edit my guys. I see myself having fun with this.
More specifically, I see YOU all having fun with this.
Who wants to valiantly step up and help me go from tactically tragic to magic? Give me a name, any nicknames, and as I start leveling up, classes and general weapon and equipment types you want to use. I dunno what each class puts up specifically, so be as general as you can about arms and armor, and I'll accommodate you. Hey, it's totally safe! They're, ahem, uploaded tactical simulations, after all.
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